Playing Fallout 3 and experiencing serious instability issues made me long for old good Fallout 2. There are still so many things I would like to try, although I’m pretty sure I have completed most of the quests during the game.
I remember playing Fallout 2 on my second computer (Pentium 60, 16 MB RAM) which was below spec, yet managed to complete game few times (three or four I think). I had it for some two years since I went to university, when I upgraded to Pentium 166 MMX with 64 MB, which made the game flying, the load times were so quick, at last I didn’t have to go for coffee while waiting for a location to load. It inspired me to play Fallout 2 even more, so I tried lots of options - good, evil, playing a man, playing a woman, joining the slaves, joining the mob, having a robot. Heck, I even tried to get all NPCs to follow me (of course all that could), but never bothered with high Charisma, so I just dropped one and get another, no hard feelings.
The game was all about playability. One could do almost anything and response from the world was terrific. However, eventually you would become so powerful that only final fight with Horrigan could pose any threat. It’s one of the things that are threatening Fallout 3 - Oblivion-like level scaling - so that tough nuts to crack will always remain, regardless of how far in game you are, whereas the reasonable solution would be to go somewhere else, power up a bit, gain some levels and then return to smash it to pieces.
There are two things I could also point out basing on this experience.
Point one is that however I’m into computer games for some 15 or more years, I still can’t see the so-called virtual reality emerge from it. In any case the computer games are merely a simplification or even imitation of reality, no matter how complex they become. It’s rather the case that the interface or just usage becomes advanced, but the interaction of the player with the world is still strictly limited to algorithms and the game design itself. On the other hand, there is threat of applying so much pressure to handling the game interface, that it would not be fun to play anymore, becuase you would have to repeat all the real actions that you actually do in life. Speaking mathematically, if evolution of games is a sequence, it’s limit will be reality. The question is ‘will a game ever be as real as reality?’.
Point two is rather contrary to former one, due to another trend in game design. The games tend to be simple so the console players can play them. Now this conflicts somehow with the former - we’d like games to be real, yet simple to play. What comes out of it, is the race to photographic reality, which is operable on a game pad - that leads to a travesty, a sad one, let me say so. Either the compromise will be set in different way, or the new kind of controller will have to developed.